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Everything posted by dangeraaron10
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It needs a Power of Friendship power. Actually, that could be its own set...
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New salvage for holding large amounts of Influence/Infamy
dangeraaron10 replied to Andreah's topic in Suggestions & Feedback
I support this! Even if I will likely never reach 2 billion myself. A good QoL feature and, as mentioned above, would make for a killer contest prize! I also agree that it doesn't need a tax or nobody would use it, as it would be a niche item to begin with. Openly tradable too, since you can already do that with billions of raw inf. -
A note on Rune of Protection changes
dangeraaron10 replied to Captain Powerhouse's topic in Open Beta Testing
I would be for delaying the RoP nerf until the rest of the Sorcery pool (and all the Origin pools) get some TLC, but if the devs are set on nerfing Rune, then who am I to argue? There's a few improvements I would personally do for the rest of the pools so that there's not one power that warrants taking said pool but then I'm not entirely sure where the devs want the Origin pools to be in relation to Primary/Secondary sets strength wise. All that I've gathered has it pointing to "Origin/Pool powers should be inherently weaker than Primary/Secondary powers" as a general rule. -
I love how in CoH you can find a group of 8 the moment you log into the world for the first time instead of hours of fetch quests like in other MMOs in order to reach your first dungeon. If it's not DFB it's AE. If it's not AE it's sewers. If not sewers then it's a new server that doesn't force certain playstyles on players. A nope from me. Introduce more level 1 trials and now we're talkin.
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Mandalorian "Power Suit" style Power Pool
dangeraaron10 replied to Herotu's topic in Suggestions & Feedback
Magitek options or something. I'm all about anything Power Armor related. Power Armor was my favorite powerset from Champions. -
Can we really even say anymore that flight deserves to be slow because of its relative convenience and safety when Super Speed makes you both invisible AND intangible and Super Jump gets all the vertically they want with Double Jump? Those two pools get love after love but god forbid Flight doesn't get kneecapped.
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Prestige Jump Pack - Minimal FX - Plz
dangeraaron10 replied to Dahkness's topic in Suggestions & Feedback
Your wish has been granted! Hope you planned on taking the Leaping pool though. (On Beta, Super Jump has been updated to include a free power via optional popup tray called Double Jump, in the same way as Translocation is for Mystic Flight, that acts identical to Jump Pack) -
Focused Feedback: Power Changes (Release Candidates)
dangeraaron10 replied to Arcanum's topic in [Open Beta] Focused Feedback
I know it's hard to see a lot of backlash to this change but I kind of have to agree with the criticism of the RoP nerf here. I broadly love this patch but the nerf to Rune of Protection is going to make me drop Sorcery from my Illusion/Time Controller. Massively tight build as it is and now I can't really justify taking the set. Mez protection is pretty important to me on this character in particular and if the duration is going to get reduced so drastically then... meh? On this build RoP would have a drastically reduced cooldown and I could rely on the power to have good uptime but now this change is a rather direct kick in the nards to this build. I'm not really sure what amount of testing or data vomit I'd need to post to explain that. -
I love the change to Afterburner and adding EvMa. Hoverblasting never felt better with these changes. I'd also like to say the old Afterburner was a feel bad power with you being unable to take most actions, where as the new version feels thematic in the sense that your avatar is pushing him/herself past their limits for an extra burst of speed. With the recent changes it all feels good mechanically and thematically, and even aesthetically with the hover animation toggling. While running an extra three toggles will be something to get used to, it's nice having the option to really build around almost the whole pool and becoming a master of flight. But that applies to all the travel pool buffs recently. These pools used to be a footnote in your build or taken only for a thematically lacking but statistically essential power. Now these pools are almost to the point of being fully fledged tertiary powersets and I really like that.
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Focused Feedback: Travel Power Updates (Build 1)
dangeraaron10 replied to Arcanum's topic in [Open Beta] Focused Feedback
Hi devs There's a lot of hoopla going on around here but after reading the patch notes for myself, just wanted to stop by and thank you guys. The changes to Fly and Super Jump look great! I look forward to testing. Not only is Flight my favorite travel style, the improvements to it look really great. I don't think it needs to be drastically slower than the other travel powers. Having a version of Jump Pack rolled into Super Jump is a great addition and opens up new character ideas for me! -
I could think of a couple cool characters I could make with this, but the animations need taken into account. This seems very nontrivial. Best I could think of is static glove options that give you a larger or shortened arm that doesn't introduce arm sliders
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Arcane Affinity/Sorcerous Blast
dangeraaron10 replied to Talisman49's topic in Suggestions & Feedback
Or Magitek. Y'all need to play some Final Fantasy. -
What to do with Khalisti Wharf? (Suggestions within)
dangeraaron10 replied to Solas67's topic in Suggestions & Feedback
Any place one can read up on said plans? Wondering if we might have dodged a bullet. -
Maybe lion or wolf NPCs can use the aggressive stance or growling stance as their "cowering" animation. What else would a cornered dog, wolf, or lion do but try to look as threatening as possible?
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Thoughts on a recharge speed inspiration?
dangeraaron10 replied to BLVD's topic in Suggestions & Feedback
I feel like a recharge inspiration would need to come packaged with a recharge cap of some sort. I think they'd be great if someone could focus on other things in a build but meet recharge requirements by shovelling in recharge insps but as it stands now you'd just have max rech builds get even more rech to do even more DPS. -
I support this. Specifically a raven or some other bird or flying creature.
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Leading by Example! The Commander (Pet/Armor AT)
dangeraaron10 replied to dangeraaron10's topic in Suggestions & Feedback
Thank you. And you make some good points about the pet number. I feel like if there was only going to be 2 pet powers and one upgrade power, I imagine the Tier 3 would be removed since the Commander is supposed to be the boss man/boss lady. Though every set would be better served if the low level minions got axed for the Tier 2 and 3 ones to remain. I do, however, like the idea of all the pets being there (so nobody who likes the Pet Primaries can't get one of the pets they like) and removing upgrades as most of the damage comes from the player. -
THE COMMANDER PET / ARMOR ARCHETYPE "Leading by Example" Give me a summary! The Commander is an idea for a new tanking-centric archetype utilizing primarily Pet power sets and secondarily Armor power sets. The Commander differs from the Mastermind by focusing all the attention on him or herself while henchmen act as support. While such a playstyle can be played by specifically built "Tankerminds", the Commander exemplifies this playstyle and offers a true tank AT that is competitive with Tankers and Brutes. This is achieved through native threat generation via the Commander inherent "Beacon" (which I lovingly call "Petvoke"), where by all threat ordinarily gained by your minions will instead be redirected to you so long as your pets are nearby. The Commander trades in the relatively weak attacks of the Mastermind for stronger melee attacks to help form an attack chain to keep you swinging throughout the fight. And while the Mastermind has the ability to enhance his or her minions with one of two upgrade powers, the Commander gains access to Taunt as well as a special power shared between all powersets called "Rally", which summons all of your henchmen to your side with full health. While Mastermind henchmen deal more damage and have more attacks than Commander henchmen, the Commander him/herself is stronger and tougher than a Mastermind. Give me the stats! Base HP (at Level 50): 1606.3 (Tanker=1874.1, Brute=1499.3) HP Modifier: 1.5 (Tanker=1.75, Brute=1.4) Max HP Cap: 3,373.3 (Tanker=3534, Brute=3212.7) Max HP Modifier: 2.1 (Tanker=2.2, Brute=2) Melee Damage Scale: 0.9 Ranged Damage Scale: 0.9 Damage Cap: 500% Survivability: 9 Melee Damage: 6 Ranged Damage: 2 Crowd Control: 2 Support: 2 Pets: 7 Inherent: Beacon Commanders have an inherent ability focused on gathering threat and taking the heat off their henchmen: Beacon. Where as Masterminds increase the Accuracy and Damage of their henchmen within a certain distance of themselves (in addition to damage sharing when in Bodyguard mode) via Supremacy, henchmen within the same distance (60) to the Commander will redirect all threat they generate through their attacks to the Commander. In addition, your presence inspires your henchmen and unnerves your foes, granting an Accuracy and Defense bonus to henchmen within Beacon range of the Commander. Your followers are more likely to hit and less likely to get hit in your presence. Unique Ability: Rally Replacing the Tier 9, the second upgrade power, in each primary is a power unique to Commanders; Rally! Rally acts as a Recall Friend power that summons all active henchmen to your side and completely refills their health. In addition to restoring your henchmen's health, Rally will raise the DEF(All) and RES(All) of your henchmen for a short while. Primary Powers: Pets The Commander uses Pet Powersets as its Primary Powerset. This includes all Mastermind Primary Powersets: Beastmastery, Demonology, Thugs, Robotics, Necromancy, Ninjas, and Mercenaries. Commander Primaries are far from a carbon copy of Mastermind Primaries, with the key differences being: The Tier 4 and Tier 9 Upgrade powers from each Pet Primary has been replaced. Upgrading pets is and should stay a Mastermind feature as Masterminds are meant to support their pets. Rather, Commanders replace these powers with Taunt (as the new Tier 4 across all primary sets) and Rally (as the new Tier 9 across all primary sets). The Tier 1, 3, and 5 Ranged powers have been replaced with Melee powers of similarly themed Melee powersets. Most of these melee attacks are single target but some AoE does exist in certain sets. This is to provide the Commander with a single target attack rotation. The unique Tier 7 power in each Pet powerset has been repurposed to directly benefit the Commander as opposed to buffing henchmen. Here are a few examples of what a Commander Primary powersets might look like: Thugs Tier 1: Initial Strike Tier 2: Call Thugs Tier 3: Heavy Blow Tier 4: Taunt Tier 5: Sweeping Cross Tier 6: Call Enforcer Tier 7: Gang War Tier 8: Call Bruiser Tier 9: Rally Ninjas Tier 1: Sting of the Wasp Tier 2: Call Genin Tier 3: Gambler's Cut Tier 4: Taunt Tier 5: The Lotus Drops Tier 6: Call Jounin Tier 7: Kuji-In Toh Tier 8: Oni Tier 9: Rally Beastmastery Tier 1: Savage Strike Tier 2: Summon Wolves Tier 3: Maiming Slash Tier 4: Taunt Tier 5: Vicious Slash Tier 6: Summon Lions Tier 7: Fortify Pack Leader (improves you rather than your pets) Tier 8: Summon Dire Wolf Tier 9: Rally Mercenaries Tier 1: Pummel Tier 2: Soldiers Tier 3: Buckshot Tier 4: Taunt Tier 5: Bayonet Tier 6: Spec Ops Tier 7: Serum (improves you rather than your pets) Tier 8: Commando Tier 9: Rally Necromancy Tier 1: Shadow Punch Tier 2: Zombie Horde Tier 3: Smite Tier 4: Taunt Tier 5: Shadow Maul Tier 6: Grave Knight Tier 7: Soul Extraction (sacrifice 25% health to summon a Lich equivalent Soul, rather than a dead henchman) Tier 8: Lich Tier 9: Rally Demonology Tier 1: Scorch (or Melee Whip equivalent) Tier 2: Summon Demonlings Tier 3: Cremate (or Melee Whip equivalent) Tier 4: Taunt Tier 5: Incinerate (or Melee Whip equivalent) Tier 6: Summon Demons Tier 7: Hell on Earth (improves you rather than your pets) Tier 8: Summon Demon Prince Tier 9: Rally Robotics Tier 1: Barrage Tier 2: Battle Drones Tier 3: Energy Punch Tier 4: Taunt Tier 5: Bone Smasher Tier 6: Protector Bots Tier 7: Repair (instead of fully healing henchman, you give yourself a +Recovery and +Regeneration buff) Tier 8: Assault Bot Tier 9: Rally Secondary Powers; Armor Exactly what it says on the tin! Commanders get Armor powersets as their secondary powers, and have the same power picks and only slightly smaller values as Tankers, but better than Brutes. Commanders also gain access to Energy Aura and Ninjutsu! Nothing special or gimmicky here! Powersets are Bio Armor, Dark Armor, Electric Armor, Energy Aura, Fiery Aura, Ice Armor, Invulnerability, Ninjutsu, Radiation Armor, Regeneration, Shield Defense, Stone Armor, Super Reflexes, and Willpower. Epic Pools Epic Pools are designed to give a given AT access to powers they don't normally have access to. Commanders natively have access to single target (or cone) melee attacks, defensive powers, and summons. Commander Epic Pools focus on additional attacks including at least one Ranged attack and one AoE attack in each pool. Several pools also include Immobilization powers or debuffs. The first two powers are acquired at level 35 with no prereqs, the second two powers are acquired at level 41 with having to take one of the level 35 powers, and the last power requires level 44 and at least 2 other powers from the rest of the pool. Power placement on the lists are intentional. Burn Mastery Fire Breath Char Fire Ball Fire Cages Rain of Fire Frost Mastery Ice Blast Block of Ice Sleet Shiver Ice Storm Artillery Mastery Burst Taser M30 Grenade Targeting Drone Time Bomb Assassination Mastery Shuriken Focused Accuracy Web Grenade Smoke Grenade Exploding Shuriken Radiation Mastery X-Ray Beam Superior Conditioning Electron Haze Physical Perfection Neutron Bomb Plant Mastery Entangle Thorn Burst Strangler Roots Toxins Leviathan Mastery Arctic Breath School of Sharks Bile Spray Spirit Shark Jaws Water Spout Mace Mastery Mace Blast Web Envelope Disruptor Blast Power Boost Web Cocoon Mu Mastery Electrifying Fences Mu Bolts Electric Shackles Mu Lightning Ball Lightning Soul Mastery Gloom Soul Tentacles Soul Storm Darkest Night Dark Obliteration I got some questions! Q: Seriously though, Tankermind is a thing. Isn't a Pet/Armor AT redundant? A: Masterminds can be built to be quite tanky, but so can every AT to an extent. Masterminds don't have native threat generation and are geared more towards supporting their minions. Commander offers an AT choice that is better suited to this playstyle. Q: How will Commanders fit in with Tankers and Brutes already vying for a team role that's not needed in most content? A: Commanders offer an interesting alternative to existing options that rewards micromanagement with unmatched threat generation, as well as a different take on pet classes that opens up new themes for player concepts. Q: What new character concepts can this make that can't be replicated with something else? A: Masterminds are a quintessential villain concept overall, and it might be difficult to get into the Mastermind mindset as a hero. The Commander is a leader, rather than a manipulator, and can come off as more inherently "heroic". In addition, being able to combine henchmen, melee attacks, and armors can open up some interesting and thematic combinations such as Thugs/Willpower, Demons/Fiery Aura, Necro/Dark Armor, Ninjas/Ninjutsu, etc. Conclusion! Thank you for taking the time to read through my proposal. This was a fun thought project of mine that I finally got around to posting. I know actually adding a new AT is likely not going to happen, let alone one with Pet powers, and that other AT suggestions have more popularity (like Melee/Support or Assault/Composition). Still, I think the Commander could fulfill a fun niche and allow more character concepts to come to life that a traditional Mastermind or Tanker falls short of.
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Thanks for this. I've thought I seen people mention proccing out Cryo Freeze Ray before (though it's generally followed up by recommendations to proc out a hold that has higher base damage than Cryo) but that's something to keep in mind. Using a combo of Ignite and LRM Rocket while hoverblasting sounds very Star Wars Bounty Hunter to me and that's a good thing.
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I asked the same question on Discord but got mixed reception on whether or not you skip Ignite. Either way, I think I'm going to go AR/Dev. I tried Beam Rifle/Dev and while it has better numbers than AR I find Beam Rifle really boring. AR has a mix of damage types and effects. I'm not worried at all about the damage.
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Move most starting costume slots to P2W
dangeraaron10 replied to Replacement's topic in Suggestions & Feedback
I'd rather go for an option that "propogates for all costume slots" feature that Greycat said. Feels like a less roundabout way of fixing the admittedly annoying problem of having to adjust all your stances and pool powers in every individual coustume post character creation. If your change was implemented at least I could wait to pick up costumes until after I picked up a travel power to do minFX and save it. Edit: Not trying to poo poo on your idea or anything but I think a propogate costume part button is a more elegant solution. And that is a big part of how HC devs do new features. Ease of implementation is one thing but they care just as much if not much more so about an elegant implementation. Can't have all your new game features held together with the code equivalents of duct tape and bubblegum!